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Free tool · sources checked Oct 23, 2026 · runs in your browser

Steam revenue calculator.

Find out what a Steam game really puts in the developer's bank account: gross sales, minus refunds, minus VAT, minus Valve's cut, with the cut worked out on Valve's real 30% / 25% / 20% tiers. Only know the review count? You get an honest range of copies sold, not one made-up number.

Valve's real tiers.A flat 30% is wrong for big games. Valve drops to 25% past $10M and 20% past $50M per game. Ours applies it, line by line.
A range, not a guess.Reviews-to-sales ratios swing from 20 to 60+ per review. We show low, typical and high with the study each comes from.
Every number has a date.Refund median, payout timing, review counts: all linked to the source we read on Oct 23, 2026.

Try a famous game

US price and all-language review count, read from Steam on Oct 23, 2026. Estimates, not real sales.

Your game

What do you know?

Refunds default to GameDiscoverCo's 9.5% median. VAT: EU and UK prices include it; if 30% of buyers pay a price with 20% VAT inside, about 5% of your gross is tax. "Revenue before" = net Steam revenue this game already earned since Oct 1, 2018 (it moves you up Valve's tiers).

Sales per review: low / typical / high

Defaults: GameDiscoverCo's 2020-launch median (38) and its 20 to 60 range for recent games. Older games ran higher (pre-2017 median: 74).

EstimateCopiesGrossDeveloper keeps
You keepDetails ↓

How it works

The reviews-to-sales range, and why we don't give one number

Valve does not publish sales. The standard workaround is the "Boxleiter method": copies sold ≈ reviews × a ratio. The ratio is real but it moves a lot:

So a game with 1,000 reviews could have sold 20,000 copies or 60,000, and that is a 3× difference in revenue. Our defaults are the 2020 numbers, the most recent primary data we could check. Change them if you trust a different study.

Sanity check with a real number: Stardew Valley has 1,047,307 Steam reviews (all languages, Oct 23, 2026). At 20 to 60 per review that is 21 to 63 million copies. Its official press page says over 26 million copies on PC as of December 2024. The real number sits near the low end, which is what you'd expect from an older, hugely loved game whose players review a lot. One data point, not a rule.

Sources

FAQ

How much does Steam take from game sales?

30% of a game's net Steam revenue up to $10 million, 25% on revenue between $10 million and $50 million, and 20% on revenue beyond $50 million. The lower rates only apply to the part above each line, and count revenue from Oct 1, 2018 onward. Revenue includes the game, DLC, in-game sales and Community Market fees (Valve, Nov 30, 2018).

Does Steam take its cut before or after refunds and VAT?

After. Steamworks says the sales portal's revenue figure does not include deductions (refunds, chargebacks, taxes), and the monthly report includes them and shows what you will actually be paid (Steamworks docs, read Oct 23, 2026). This calculator removes refunds and tax first, then applies the tiers.

How do you estimate Steam sales from reviews?

Multiply the review count by a "sales per review" number. That idea, credited to Mike Boxleiter, has been measured a few times: Jake Birkett suggested 30 to 100 (2015); GameDiscoverCo found a median of 58 across 237 games and 38 for games launched in 2020, with most recent games between 20 and 60 (Aug 3, 2020). One game can sit far outside any of these, so the calculator shows a range.

How many refunds should I expect on Steam?

GameDiscoverCo surveyed almost 150 developers: median lifetime refunds were 9.5% of units, 8% for regular releases and 12.4% for Early Access (Feb 4, 2025). Your own rate is in Steamworks.

When does Steam pay developers?

About 30 days after the month of the sale, usually at the end of the next month, once you are over the $100 minimum (Steamworks docs).

Want to see a real launch's numbers?

We launched O'BLOCK on Steam on Oct 20, 2026. It's a free sneaker-flipping haggling game: you start with $300 and a shoebox and end up selling to billionaires, and the buyers lie. Free, so it costs you nothing to see what a launch looks like from the player side.

Play O'BLOCK free on Steam →

Read next

Who made this

Matt Busel, a one-person studio that ships its own Steam game and iPhone apps and publishes the real numbers. No sign-up; nothing you type leaves this page.

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